Delay after showing cards when all in condition is true. Added option TCP_NODELAY. Round is now shown before dealing cards.

This commit is contained in:
lotodore
2007-06-07 14:06:22 +00:00
parent cfdc52a8d5
commit 05a86be4fe
16 changed files with 223 additions and 126 deletions
+28 -17
View File
@@ -66,8 +66,8 @@ ClientStateInit::Process(ClientThread &client)
if (context.GetServerAddr().empty())
throw ClientException(ERR_SOCK_SERVERADDR_NOT_SET, 0);
// if (context.GetServerPort() < 1024)
// throw ClientException(ERR_SOCK_INVALID_PORT, 0);
if (context.GetServerPort() < 1024)
throw ClientException(ERR_SOCK_INVALID_PORT, 0);
context.SetSocket(socket(context.GetAddrFamily(), SOCK_STREAM, context.GetProtocol()));
if (!IS_VALID_SOCKET(context.GetSocket()))
@@ -77,6 +77,10 @@ ClientStateInit::Process(ClientThread &client)
if (IOCTLSOCKET(context.GetSocket(), FIONBIO, &mode) == SOCKET_ERROR)
throw ClientException(ERR_SOCK_CREATION_FAILED, SOCKET_ERRNO());
// The following call is optional - the return value is not checked.
int nodelay = 1;
setsockopt(context.GetSocket(), SOL_SOCKET, TCP_NODELAY, (char *)&nodelay, sizeof(nodelay));
client.SetState(ClientStateStartResolve::Instance());
return MSG_SOCK_INIT_DONE;
@@ -558,7 +562,7 @@ ClientStateWaitHand::InternalProcess(ClientThread &client, boost::shared_ptr<Net
client.GetGame()->initHand();
client.GetGame()->startHand();
client.GetGui().dealHoleCards();
client.GetGui().refreshGameLabels();
client.GetGui().refreshGameLabels(GAME_STATE_PREFLOP);
client.SetState(ClientStateRunHand::Instance());
retVal = MSG_NET_GAME_CLIENT_HAND_START;
@@ -637,22 +641,10 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
// Set round.
if (curGame->getCurrentHand()->getActualRound() != turnData.gameState)
{
// Reset player actions
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
{
int action = curGame->getPlayerArray()[i]->getMyAction();
if (action != 1 && action != 6)
curGame->getPlayerArray()[i]->setMyAction(0);
curGame->getPlayerArray()[i]->setMySetNull();
}
ResetPlayerActions(*curGame);
curGame->getCurrentHand()->setActualRound(turnData.gameState);
client.GetGui().refreshPot();
client.GetGui().refreshSet();
// Refresh actions.
client.GetGui().refreshAction();
client.GetGui().refreshCash();
client.GetGui().refreshGameLabels();
}
// Next player's turn.
@@ -678,6 +670,8 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
tmpCards[num] = static_cast<int>(cardsData.flopCards[num]);
tmpCards[3] = tmpCards[4] = 0;
curGame->getCurrentHand()->getBoard()->setMyCards(tmpCards);
client.GetGui().refreshGameLabels(GAME_STATE_FLOP);
client.GetGui().dealFlopCards();
}
else if (packet->ToNetPacketDealTurnCard())
@@ -688,6 +682,8 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
curGame->getCurrentHand()->getBoard()->getMyCards(tmpCards);
tmpCards[3] = static_cast<int>(cardsData.turnCard);
curGame->getCurrentHand()->getBoard()->setMyCards(tmpCards);
client.GetGui().refreshGameLabels(GAME_STATE_TURN);
client.GetGui().dealTurnCard();
}
else if (packet->ToNetPacketDealRiverCard())
@@ -698,6 +694,8 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
curGame->getCurrentHand()->getBoard()->getMyCards(tmpCards);
tmpCards[4] = static_cast<int>(cardsData.riverCard);
curGame->getCurrentHand()->getBoard()->setMyCards(tmpCards);
client.GetGui().refreshGameLabels(GAME_STATE_RIVER);
client.GetGui().dealRiverCard();
}
else if (packet->ToNetPacketAllInShowCards())
@@ -888,6 +886,19 @@ ClientStateRunHand::SetPlayersTurn(Game &curGame, int playersTurn)
}
}
void
ClientStateRunHand::ResetPlayerActions(Game &curGame)
{
// Reset player actions
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
{
int action = curGame.getPlayerArray()[i]->getMyAction();
if (action != 1 && action != 6)
curGame.getPlayerArray()[i]->setMyAction(0);
curGame.getPlayerArray()[i]->setMySetNull();
}
}
//-----------------------------------------------------------------------------
ClientStateFinal &